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Topic: Mahava Plains (Read 1825 times)

Location: The Mahava Plains is located several hours away (by train) due east of Vale sitting snug in-between the a southern forest, the northern bay, the eastern ocean, and the western mountain range with the the Uttarī-Sīmā River cutting through it.

Geography: Aside from a few small ponds, the northern bay, Uttari-Sima River, and eastern ocean the only major water features in the region. The Uttari-Sima river originates from the caps of Mt. Glenn and feeds into the ocean near Saulrite. The river is about 100ft(~30.5m) wide with a maximum depth of 30ft(~9m); it is fairly docile making it relatively easy to cross by any decent swimmer or easy to go upstream with a small boat.. Aside from the river and scarce ponds, the Mahava Plains are geologically featureless.

The soil depth is 6.0ft(~1.83m) and beyond that is a layer of clay.

Ecology: The organic makeup of the Mahava Plains is fairly typical: The soil is inhabited by fungi, various grasses, flowers, shrubbery, and the occasional small tree, all of which have evolved to have extensive root systems to hold them in place during when facing extreme winds.

Most animals that reside in the central area of the Plain, from mammals to reptiles, are small and live underground. Birds and larger animals like deer tend to reside on or near the border between The Plain and its neighboring forest. The only exceptions to this are wild horses and the herds of bovine that roam across the region.

Weather and Climate: There is very little to block any sea-born winds so a breeze is constantly running across the land towards the interior. When combined with rain or snow, traversing across the region can be very difficult and dangerous, both of which can also cause the occasional appearances of minor floods depending of the season. For two seasons (half of spring and fall, summer), it also becomes susceptible to tornadoes.

Location: The Eastern Bastion is several hours away (by train) directly east of Vale, sitting several miles away from its closest neighboring forest. Compared to other villages and towns in C.E.D., Mitera is relatively far away from the borders of the Plain but is the nearest to the city of Vale.

Overview: Mitera serves as surrogate capital for C.E.D. and is considered to be the economic center of the region, this being the case especially with the addition of the rail system between Mitera and Vale. Because of its location and importance, the town has a sizable guard population, most of it being security against Grimm. The people are content and friendly and the town itself bustling and lively.

Town Layout: Due to an initial lack of stone, most of the buildings in Mitera are primarily made from baked clay bricks giving the town a prominent orange-red color. Some buildings are made from wood, but most of the wood is reserved for making tools and other utilities. Around the perimeter of the town is a fortress-like, walkable stone wall standing at 10 feet. Beyond this are the farmlands, and around the perimeter of this layer is another stone wall not unlike the first one surrounding the town. A majority of guards are stationed along this second, outer wall.

The train station connecting Mitera to Vale lies on the western edge of town. The stone building is large and cathedral-like with a high ceiling and several stain-glassed windows high up on the walls. The building also has a bell tower, its bell ringing once upon arrival, twice an hour after that, and thrice before departure. The station has two platforms that are able to hold four trains though only two trains actively travel between the two locations at a time, one for each platform, with the other two being backup trains. Following the daily schedule, each train has a one-hour transit, one-hour resting cycle. The first train of the day departs at 08:00 A.M. and the last at 6:00 P.M., preferring only to operate while the sun is out.

Settled near the train station is the mayor's office. It is similar to every other building in its vicinity except for a large imprint of the town logo above the door as well as the phrase "Prosperity Through Unity". The mayor does not actually reside here; it is only used as a workplace. The building stands at three stories, the first being the public area and lobby, the second being a small assembly and meeting area, and the third being the mayor's and staff's offices.

For the sake of convenience, the bazaar and local shops are located in the center of town, the bazaar being directly in the center and the local shops on the outskirts of it. It is here where merchants from the various surrounding villages and Vale are able to sell their wares, and it is here that those villages are able to pick up essentials that they would not otherwise have. Due to the importance of the area, the security around the area is tight and any commotion is taken care of swiftly. The entire area is known as the Market District.

North of the Market District is the town hall, though despite an official-sounding name, it’s usually not used for political matters because most political matters don't require the audience of most of the town. Instead, its functions include acting as a storm shelter, holding ceremonies, and hosting parties and dinners. Farther north of this area is another train station that connects Mitera and Saulrite.

South of Market District is the town's hospital which stands at five stories (it also has a basement). Aesthetically, there is nothing unique about the building besides its size. Inside, there are roughly 240 rooms for patients, 80 on each of the middle three floors. The first floor is used for clinical purposes, and the top floor is reserved for equipment and faculty offices. The basement of the hospital is filled with sandbags and other emergency supplies needed natural disasters.

In the eastern part of town is a clearing that has been officially designated as a park. At the center is a large pond (or a small lake depending on how one wants to view it).

History: Mitera was established in 24 A.C. after two years of careful planning. A decent chunk of Vale's population felt the city was not growing in a direction that they agreed with and they sought to create a place where the prevailing ideals of the Greyed War were not lost. The group made their way east and managed to survive with minimal casualties despite the perils that had awaited them. They settled at the eastern mouth of the northern mountain pass, the location also having access to both the sea and the mountains. The settlers didn't bother to name the town because they didn't feel the need to.

The first few years were rough. Though their planning was extensive, there was little leader experience among the pack, and they had brought fewer tools than they had anticipated needing. Acting on a timer, work was done to establish some sort of leadership structure, build up the town, establish supply lines, and establish defenses. After those goals had been reached, the inhabitants could finally relax knowing that they secured a first solid foothold in the area. What they forgot to account for, and couldn't account for, were tornadoes.

For the first few years, no tornadoes had been spotted though the area was known for its constant winds; unknown to them, they had fortunately settled in an area of the Plains where tornadoes rarely landed. During heavy winds, people would often stay indoors as was the case one particular evening when an unceasing wind rolled in, and with it, a tornado. Though it had been relatively weak, several persons were still killed by it with many more injured, the tornado leaving a path of destruction down the center of the town. Fearing the possibility of being wiped out by a more powerful one, groups of volunteers were sent out and away from the town to create satellite villages, Phoumi and Frouri being among them. With the addition of new settlements in the region, the founders finally gave their a name: Mitera.

Not long after the Faunus War began, refugees began to trickle in, most being Faunus. The people of the Plains heard their stories of the conflict, and after much deliberation, raised their own fighting force in defense of unity and freedom and in preparation of a possible assault by Vale. Vale took their time targeting the region, and when they finally did, the region had raised a force capable of at least stagnating Vale’s eastward push; much of the success was attributed to the Faunus divisions that operated at night, maximizing their natural advantages over Humans. When peace finally returned to the land, all of its inhabitants were incredibly proud, and their tenacity earned the region's capital the title of "The Eastern Bastion", "Theba" for short.

Decades after the war had passed, the mayor of Mitera called for a display of amity between Vale and the Confederation. After much internal deliberation among both sides, a treaty was signed between the two entities. The most significant aspect of the treaty were the creations of a railway between Vale and Mitera and Mitera and Saulrite. This allowed open trading to occur between the region and Vale allowing for a boost in economy for both. In particular, the Mitera-Saulrite line allowed Vale to connect to Saulrite which would effectively make it a trading hub between Vale, Atlas, and Mistral. The rise in economy and importation allowed the Confederation to advance in technology much more quickly.

The treaty also allowed for citizens of both sides open access to the other.

Nothing of significance has happened since.

Technology: When Mitera was established, the settlers had brought whatever technologies they could carry and use. Though Mitera's level of technology has been steadily rising since its inception, the town didn't have the means to produce resulting in the technological gap between the two to widening over time.

Present day Mitera, with aid of Vale, is able to produce their own electronics which they mainly use for power generation, the creation of vital appliances, and establishing and maintaining utilities.

Mitera's main energy sources are geothermal, solar, and wind. There have been talks about harnessing hydroelectricity, but it was deemed too resource-heavy and obstructive for travel by river. The town, and by extension C.E.D., wants to stay away from coal in part to avoid sending air pollution Vale's way and in part because they don't want to deal with the pollution, either.

The streets were lit with biofuels until recently; most of the town's lanterns have been switched to electric which run off the energy sources listed prior, the main source being solar. There are some high-traffic and critical areas of Mitera such as the vicinities of the town hall, hospital, train station, and both perimeter walls which have both types of lamps available in case of emergencies. All the biofuel lamps are arranged in such a way that following streets that use them will lead one to either the town hall or the hospital (lamps to the right)..

There are no automobiles in the towns, but a few are available to travel between towns. Personal transportation is done primarily by foot and bicycle. Mopeds of perfectly working order (no leaking for example) and horses can also be used, but they are only allowed along the outer edge of town for health and safety reasons.

Economy: The economy of Mitera is healthy, and though it has no official currency (yet), Lien is widely accepted by townsfolk. Most locals deal in bartering rather than money exchange. Besides the few unique crops that are grown in the area, very little is exported to Vale (the main exports being Phoumi’s horses and Frouri’s ores and crafted weapons); Mitera is the main recipient of any trade done between the two, it taking in mostly electronics (Mitera’s offering is that of a strong and established foothold in the region to stage further expeditions).

Holidays and EventsFounding (Starting 30th day of Tulikuuma): The Founding is the most significant event in the region with even inhabitants of neighboring towns joining in the celebrations. Lasting for a week, lights are put up all throughout the city and discounts are given for most goods and celebratory items. On the last day of the event, a parade and feasts are held followed by an address from the mayor.

Location: The village of Phoumi is located about an hour away (by horse) northwest of Mitera making it in close proximity to Forever Fall.

Significance Phoumi is the main exporter of horses and wood in the region.

Village Layout: Around the perimeter of the village is a wall of logs standing at 15ft(~4.6m). In the southwest, north, and east regions of the wall are thick wooden gates. Located near each gate is a horse stable.

The buildings are primarily made of wood though there are a few clay-brick and stone houses among them.

The village has no other remarkable features.

GuardsThe Guard Unit is split into the Advanced Guard and Reserved Guard. A majority of the working population is part of the Guards Unit as part of the Reserved Guard. Those of the Reserved Guard are cycled into duty and are usually assigned to minor positions such as watching the perimeter as well as manning the gates. The Advanced Guard is comprised of full-time guardsmen who are also trained to fight mounted. Thanks to the Reserve Guard, the Advanced Guard is able to rest and train during calm days making them the village's primary defense against Grimm. It is also tasked with escorting caravans traveling between Phoumi and its neighbors.

Within the Advanced Guard is the Elite Guard, commonly known as The Phoumi Elite Guard to anyone outside the village, which the Guards-Captain belongs to and occasionally leads independently from the Advanced Guard. The Elite Guard's main duties are taking care of high-priority objectives which can include the elimination of stronger variants of Grimm and search-and-rescue missions. Currently, the Elite Guard consists of 8 members excluding the Guards-Captain with the members being handpicked by the Guards-Captain based on performance. The Guards-Captain aside, the Elite Guard is considered to be just as strong as the upper half of Frouri’s Magistri..

Also under the Advanced Guard unit is Phoumi’s cavalry. Phoumi’s cavalry is not particularly large since the village itself is also not particularly large; it would also be too resource-intensive to upkeep a larger cavalry. What they lack in numbers they make up for with quality: Phoumi’s cavalrymen are the most skilled in the region and their horses the best as well. A quarter of the cavalry unit remains at home, enough for emergencies and defense, while the remainder are spread out assisting other Confederation towns and villages.

Unique Holidays and EventsSeh [9th day of the Hitahita]: 6 days prior to the day, the guardsmen clear out as many Grimm as possible around the village. With that done, this day is dedicated to horsemanship with participants either racing one another or going through obstacle courses and such. It is also during this race where Advanced Guardsmen can have their horsemanship skills judged by the Guards-Captain. This event stems off the village wanting to show of the beauty of their horses. As a token of appreciation, the next 6 days after the event is dedicated to allowing the horses to be lazy. During these 6 days, the people of the village do all the work. If a horse is absolutely required for a task, then the task is simply not done until the event is over, the only exception being for severe medical emergencies.

Sangvien [30th day of Hitahita]: On this day, a tournament is held for anyone who wishes to participate and that includes outsiders. The tournament is known to outsiders though, due to how far the village actually is, few ‘foreigners’ participate in the festivities. Elite Guardsmen, excluding the Guards-Captain, are seeded into the quarter-finals. It is also during this tournament that Advanced Guardsmen are judged by the Guards-Captain. Because of the difficulty of the tournament, the Guards-Captain bestows upon the winner the title of Chiahseh(Knight) which is known across the Great Plains as a symbol of skill (similar to the title of Frourian Magister). After being given the title, the winner is given the option to challenge the Guards-Captain as well if they so desire. Due to observation's and safety's sake, this is the only time the Guards-Captain participates in an official fight. If they decline, then the tournament is officially over. If they accept, the fight can commence at whatever time the challenger wishes as long as it is before sundown. Either way, festivities run to midnight.

Location: Frouri sits a bit less than one hour (by horse) east from Mitera and lies close to the mountain range.

Significance: The village's close proximity to the mountain eventually led to the establishment of a mining route, and as a result, it exports (and itself uses) a large amount of ores. The mine also extracts coal, but it does not export it outside the of the village, instead using it for crafting and as alternative source of energy.

Frouri is also considered to be the region's weapons and warrior capital.

Village Layout: Frouri's buildings and the wall around the village are entirely made of stone for convenience and as a precaution against fires.

The village itself is in the shape of a donut, the outer ring is comprised of buildings split into 7 clan districts in this order: Gladiis, Clava, Torquem, Scutum, Hasta, Arcus, Unguibus. Between Gladiis and Unguibus is an unaffiliated area where the old clan, Arcana, once stood. While there is nothing definitive separating the sections of the clans, each district is visually distinct making each area easily discernible. Along the inner layer of the ring are civic buildings such as a council building, law enforcement building, jail, library, and hospital. In the hole of the ring are the marketplace and the public crafting area for stone and metalsmiths.

Culture: The society of Frouri remains free though honor plays a big role in the village. The best is expected out of everyone and failing disgracefully is looked down upon. Frouri has a collective-based society and everyone is expected to aid each other when possible.

Clans: There are seven prominent clans that reside in Frouri, each specializing in certain weaponry. Individuals, when young, are able to choose what they want to specialize in, though most generally take up the same arms as their parents; this becomes their primary weapon and dictates what clan an individual belongs to. Secondary weapons can also be chosen even if not covered by any of the other clans. Switching primary weapons means switching clans as well. While clans themselves don't exactly hold any power, the various specializations allow for increased quality in both fighters and equipment. Clan members are free to take up freelancing as well as joining a secondary clan. When the Praetors are brought together, they are known as Consilium.

Clan GladiisClan Gladiis is headed by Praetor Rubra Cerasis and holds the color crimson. Its fighters and craftsmen are specialized with all types of swords; due to the size of Clan Gladiis, it is further split into the two subclans: Gladiis magnus which handles larger swords, and Gladiis parvus, which handles smaller swords as well as dual-wielding. Clan Gladiis is primarily used to take lightly-armored Grimm of all sizes.

Clan ClavaClan Clava is headed by Praetor Fulvus Solis and holds the color aureolin. Its fighters and craftsmen are specialized in blunt weaponry such as maces and clubs. Clan Clava is primarily used for taking down heavily-armored targets; also closely collaborates with members of Clan Scutum.

Clan TorquemClan Torquem is headed by Praetor Aurora Caelum and holds the color saffron. Its fighter and craftsmen are specialized in chained weaponry. Clan Torquem is primarily used for taking down heavily-armored Grimm and village defense.

Clan ScutumClan Scutum is headed by Praetor Prasinus Nemus and holds the color jade. Its fighters and craftsmen are specialized with shields, generally with any one-handed weapon of each fighter's choice. Clan Scutum is primarily used for village defense as well as helping take down larger Grimm variants; also closely collaborates with members of Clan Clava.

Clan HastaClan Hasta is headed by Praetor Caeruleus Mare and holds the color cobalt. Its fighters and craftsmen are specialized with spears, staves, and polearms. Double-bladed polearms are only available to those who have already mastered staves or those who have proven that they can "dance" with a pole-arm. Clan Hasta is primarily used in village defense; staff and blade users are tasked with taking down quick and nimble Grimm.

Clan UnguibusClan Unguibus is headed by Praetor Violus Noctis and holds the color amethyst. Its fighters and craftsmen are specialized with fists, claws, and other hand-to-hand weaponry. While not the best for combat against Grimm, they are still very capable of taking down lighter variants. Combat aside, Clan Unguibus primarily serve a utility role tasked with recon and trap setting. Members of this clan typically become Scouts or Watchmen.

Clan ArcusClan Arcus is headed by Praetors Indica Flos and holds the color lilac. Its fighters and craftsmen are specialized with bows, and more recently, firearms. As to not waste metal-tipped arrows, only those who have truly proven their worth through combat are allowed the privilege to be supplied with them, this privilege being gained by excelling during Certamen or for excellence in combat. Firearms are uncommon due to their intricacies as well as the amount of Dust required to operate them; there are a few who use them and their ownership has been on the rise. These bowmen (and gunmen) are primarily used in village defense and against flying Grimm.

Clan ArcanaClan Arcana is unique as it no longer exists, its leader disbanding it soon after the Faunus War as a result dwindling Dust supplies and being unable to obtain more. Clan Arcana held the color fuchsia, and when it existed, was a clan composed purely of casters; it was considered to (and would still) be the most powerful of the clans, both in the arena and out in the field. Members of the clan either assimilated into the other clans or left the village.

Unique Holidays and EventsCertamen (2nd full week of Machlud): It is during this week that a series of contests take place. Each day is devoted to one of the seven clans. The contests that each clan holds vary due to their specializations, but generally they range from displays of skill and technique to sparring. There is also amateur tournaments requiring those not belong to the clan to use that clan's weapon type. Clans never directly compete with one another on the days dedicated to one of the clans. On the eighth and final day of the holiday, the clans come together and have a friendly tournament, Praetors excluded though they are free to be challenged. For craftsmen, the week is a little different. From day one, participating craftsmen work on a weapon of their specialization from scratch. On the last day, those from each clan compare their creations with one another. A master craftsman is chosen based on his or her weapon's looks, utility, and overall quality.

Location: Saulrite is located along the eastern coast of the Sanus continent. Relative to other Confederate towns, it is the most northeastern.

Significance: Saulrite is a trading hub between Vale, Atlas, and Mistral. The port is approximately equidistant from the three kingdoms and yet far enough out of reach that, even with Vale holding a treaty with the Confederation, no one kingdom has significantly more influence over the others. This allows merchants from the three kingdoms to more easily buy, sell, and trade goods.

The port also plays a vital role for the Confederation as it provides the largest income for the Confederation by providing services and security for traders but also by allowing the other towns and villages to buy and sell wares. Saulrite also allows the Confederation to maintain relevancy on the international stage.

Being a hub between three kingdoms, Saulrite is not only eyed by merchants but also criminals, most only seeking to escape to another kingdom. The rest of the criminals try to take advantage of the opportunities that such a town provides them. Typically they will not perform anything too extreme as to avoid poisoning their well.

Governance: The vast majority of government officials are part of the Representative Council who represent every category of person that can be thought of in Saulrite: Faunus, Human, Atlesian, Valish, Vacuan, Mistrali, Plains Native, Non-Native, Town Local, Merchant, Educator, etc. Above these councilors are the two heads, essentially mayors, that run the part of town primarily treaded on by foreigners and the other part of town that is primarily used by the locals. All of these individuals attend a semi-weekly council meeting headed by the Governor. The Governor is responsible for facilitating the discussion among the councilors and making the finals calls on important decisions while making sure the population is fairly represented. Generally, votes are done among the councilors before the final involvement of the Governor to make a decision.

Town Layout: Saulrite was established between a break in the high-cliffs along the eastern coast of Sanus. From the shore, the town is split in half to its exit. One half contains the residential, local-commercial, and administrative areas while the other half contains the foreign-commercial and trade areas. The residential shore is cordoned off for recreational use while the trading shore is littered with docks. Unable to expand across the entire shore, engineers and laborers have instead expanding along the cliffside, installing buildings into the cliff rather than overcrowding the town.

The local half of the town is quite clean and tidy--as much as it can be considering the situation, anyway. The not-so-local half of town is not necessarily dirty but noticeably less ‘in order’ than its counterpart. Most of the bars, game houses, metal shops, and wood shops are in this half of town, quite obviously to appease to visitors. Each half of town smoothly transitions into the other with all the governing and administrative buildings in the center.

Surrounding the entrance of the cliff break, a 10-foot stone wall, several feet thick, stands between the danger of Grimm and the innards of the town. Upon these walls stand marksmen, ready to take down any Grimm should they venture near.

Culture: Saulrite culture is centered around freedom of persistence. Having played a pivotal role in the Faunus War as well as being a cornerstone of the Confederation’s economy, its tenacity and values live on in today’s generation.

Species and Gender: Due to the Confederation's origins, there is little, if any, discrimination against Faunus.

Symbol: -

Occupation: Across the Confederation, there are all the typical jobs that one would expect: nurse, merchant, blacksmith, farmer, lumberjack, etc. Some kids are able to enroll in Vale's combat schools.

Guardsman - Guardsman can hail from Mitera, Phoumi, Frouri, and Saulrite and they come in all shades of quality from basically-trained part-time Guardsmen all the the way up to Frourian Magistri. Guardsmen defend against Grimm and have general peacekeeping duties. Saulrite Guardsmen may escort ships.

Escort - A branch of Guardsmen that protect wagons or caravans as they move between towns or help protect the train that runs between Vale and Mitera. There will always be a high-class Guardsman (Phoumian Advanced Guardsman or Frourian Magister for example) or two among an Escort unit, but there aren't enough of them to go past that; such a thing is reserved for top-priority Escort missions.

Frourian Bellator - Bellators are the warriors of Frouri that are deemed strong enough to hold the title. Skill-wise, the weakest among them is comparable to a Second-Year student while the top goes all the way to Headmaster-class with Magistri. Excluding Magistri, the highest skill-wise is comparable to a Fourth-Year student. Bellator may act as Guardsmen for Frouri or they may offer their skills to other towns and villages in the Confederation. Some leave the area to find work in Vale.

Magister - Magistri are given the title by their respective Praetors. It is a guarantee that a Bellator is of the highest quality among his or her peers. Skill-wise, they range from Graduate-class to Headmaster-class though non-Praetor Headmaster-class Magistri are rare. Magistri are similar to Bellators in what jobs they take.

Scout - Scouts do what one would expect: scout things out. They fan out from the Confederation's central territory and take note of Grimm activity and anything else of note such as problematic weather. Once they've reached the perimeter of their scouting area, they walk along it for a bit before returning back to town. Should a scout encounter anything life-threatening, they are to report back immediately as well as warn others with a colored signal flare, the color denoting the danger and severity. Other colors can signal if the threat is an immediate danger to the Confederation, and if an immediate retreat is necessary for all scouts. Scouts can fight if they have been trained to do so, but they are encouraged not to since the information they have would be much more valuable. Scouts go out twice: the first at the break of dawn and the second in the late evening, timed in such a way that they try to get back before sundown. Single scouts are also posted in outposts alongside Watchmen.

Watchman - Far beyond a town or village's immediate perimeters, outpost towers are set up. In these outposts, watchmen sit and observe the horizon, watching for any advancements of Grimm or any other non-specific dangers. Watchmen are much more capable in combat. Though their jobs are similar to that of scouts, their positions are more akin to that of Guardsmen posted on perimeter walls, just much farther away. Despite this, they are also encouraged to run, but they may stay and fight at their discretion whether it be clearing out an insignificant threat or buying time for their resident Scout to alert the Confederation and for the defensive preparations that would follow. Watchmen only are posted during the day, leaving with the Scouts at dawn to take their stations and returning with the Scouts before sundown.

Phoumi Cavalier - Cavaliers belong to Phoumi's small cavalry unit. Though small, is still larger and more experienced than anyone else's in the area, mainly due to the fact that Phoumi is the primary breeder of horses.

Saulrite Fisherman - Fishermen are a staple of the Saulrite economy. Whether it be for domestic or overseas sales, there is no shortage of their demand.

Appearance: The only significant aspect of appearance is that the general area's fashion sense is a a few years behind Vale’s trends. However, with the establishment of the railway between Mitera and Vale, the gap has certainly been closing. Otherwise, the same or similar to Vale.

Saulrite fashion is much more rugged given the culture of the town. The color of their clothes are cool, bleak, and faded.

History: Generally speaking, there is nobody under the age of 17 that lives in the Confederation without having been born into it. Parents of children aged 20 and under were either born here or were too young to remember anything about living in Vale. Grandparents would have been among the Confederation's and Mitera's initial founding migrants.

Schools in the Confederation are still sub-par compared to Valish schools. As such, those who leave here to obtain an education in Vale will be academically behind by one or two years depending on the person. However, in recent years, the education system of the Confederation has been quickly approaching that of Vale’s due to their partnership.

Personality: Because of its origins, little to no racism exists in the Confederation, or at least it doesn't exist as a unified idea among its culture and society. Individuals may still be racist toward faunus. However, they will either be closeted or will have already left the region.

Frourians tend to be highly honorable, determined, and persistent.

Saulrites tend to be highly prideful, rough around the edges, and street-smart.

Saulrites

As stated in History, those who obtain an education here will be noticeably behind their respective peers in Vale.

Aura and Semblance: -

Combat Behavior: Those who learn how to fight in the Plains may have a difficult time adjusting (depends on combat experience) to narrow or tight environments or environments with many vertical obstacles such as dense forests.

Phoumi: Fighters from Phoumi are more adept at fighting in environments like or similar to forests compared to their counterparts.

Frouri: Fighters from Frouri are more adept at fighting in tight and narrow spaces compared to their counterparts.

Saulrite: Fighters from Saulrite are more adept at fighting in aquatic environments compared to their counterparts.

Weapons: It wasn't until fairly recently that the Confederation as a whole was able to produce non-basic weaponry. This means that a majority of inherited weapons are more than likely basic. The founders did have complex weapons with them, though, and should some weapons have survived the war, it is possible that they've been passed down to further generations.